I’m currently scaling the “Argent Energy Tower” and it sucking fricks.
Verticality is this game’s biggest weakness. I’m playing on Ultra-Violence and I’ve died more to platforming mistakes than to demons. It’s often unclear whether I’m supposed to attempt a jump, and I don’t trust Doomguy’s fickle magnet-hands to grab onto ledges. Stop trying to make Half-Life a thing! It’s not working! It didn’t work in Half-Life either! Point and click games shouldn’t have platforming segments where you die if you fail to platform!
On top of that (hehe), the gunplay lost its exhilaration after I realized around the one hour mark that every combat encounter is meant to resolve itself. Oh, little zombie mooks that exist to refill your health bar? Thanks. Coulda saved me the trouble of pressing F by just putting a health pack there instead. Oh, a required encounter in a locked-down area with a single giant enemy? Good thing I have this chainsaw to just erase that enemy! Thanks for refilling all of my ammo! I mean, I didn’t really need it, but thanks!
I really liked the foundry level, because it’s been the most Doom-like level by far, with lots of winding passages and corridors and keys. It just felt like a chore because the level objective was to complete four static combat encounters. The level would have been way more engaging to me if it was just a labyrinth filled with a bunch of enemies. Most of the game feels like a corridor anyway, so why not just make it a “get to the end” level? In the original Doom games, I always knew my objective was to find the exit to the maze, and all of the enemies were simply there to impede my progress. Sometimes there were necessary combat encounters, especially in Doom 2, or in the case of end-chapter bosses, but it was generally more exciting for me to run past enemies and avoid combat until they became absolutely overwhelming. That’s not really an option in New Doom; the game just kind of expects you to beat up everything.
Also, the health bar might as well not exist. Instances of damage range from 50 to 100, at least on Ultra-Violence. Game coulda had a “three hits” system, or whatever. What’s the point of having separate suit upgrades for health and armor? They’re both pickups, they’re both “health”, the green one happens to be less common. And despite my instinct to pick up all of the pretty green shinies I see, it never really seems to make a difference. The only time I die in combat is when I accidentally let a big swingin’ giant dude out of sight, and he creeps up and whacks me right behind the head in one go! Every other enemy just really sucks at hitting me, and they get staggered too easily. Yup, this game feels mechanically designed around enemies that should absorb way more hits than they currently do. I say this because adding more enemies wouldn’t increase the difficulty. AOE weapons are abundant and powerful, and once I weaken an entire group of enemies with an explosion, I can just go melee-happy and press F to pay multiple respects in a row.
Man, to hell with this game. keeps playing
EDIT: Oh cool, it crashed in the background while I was writing this.